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Nielsen Pereira; Sarah Bright; Zafer Ozen; Shahnaz Safitri; Hernan Castillo-Hermosilla; Brenda C. Matos; Tugce Karatas; Pedro Fonseca – Gifted Child Quarterly, 2025
Technology is an increasingly omnipresent and rapidly changing component of today's world. As a result, there is an urgency to develop talent in the field of computer science (CS). The purpose of this article is to examine ways that educational systems can develop students' talents to fill the need for skilled CS professionals. We provide an…
Descriptors: Computer Uses in Education, Computer Science, Computer Science Education, Talent Development
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Clayton Cohn; Surya Rayala; Caitlin Snyder; Joyce Horn Fonteles; Shruti Jain; Naveeduddin Mohammed; Umesh Timalsina; Sarah K. Burriss; Ashwin T. S.; Namrata Srivastava; Menton Deweese; Angela Eeds; Gautam Biswas – Grantee Submission, 2025
Collaborative dialogue offers rich insights into students' learning and critical thinking. This is essential for adapting pedagogical agents to students' learning and problem-solving skills in STEM+C settings. While large language models (LLMs) facilitate dynamic pedagogical interactions, potential hallucinations can undermine confidence, trust,…
Descriptors: STEM Education, Computer Science Education, Artificial Intelligence, Natural Language Processing
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Dana Kube; Sebastian Gombert; Brigitte Suter; Joshua Weidlich; Karel Kreijns; Hendrik Drachsler – Journal of Computer Assisted Learning, 2024
Background: Gender stereotypes about women and men are prevalent in computer science (CS). The study's goal was to investigate the role of gender bias in computer-supported collaborative learning (CSCL) in a CS context by elaborating on gendered experiences in the perception of individual and team performance in mixed-gender teams in a hackathon.…
Descriptors: Cooperative Learning, Computer Assisted Instruction, Gender Issues, Learning Activities
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Debora Lui; Deborah A. Fields; Yasmin B. Kafai – Cognition and Instruction, 2024
Debugging (or troubleshooting) provides a rich context to foster problem-solving. Yet, while we know much about some problems and strategies that novices face in programming on-screen, we know far less about debugging and troubleshooting in the context of physical computing, where coding issues may overlap with materially embedded problems. In…
Descriptors: Grade 9, STEM Education, Troubleshooting, Public Schools
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McGarr, Oliver; Exton, Chris; Power, Julie; McInerney, Clare – Computer Science Education, 2023
Background and Context: School principals and school guidance counsellors can be very influential in deciding what subjects are offered on the curriculum, how they are promoted and who they are targeted to. For that reason, exploring their views of Computer Science (CS) as a subject can help unearth potential barriers that may hinder the wider…
Descriptors: Principals, Administrator Attitudes, Counselor Attitudes, School Counselors
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Tyler S. Love – Interactive Learning Environments, 2024
Providing greater access to computer science (CS) education for K-12 students in the United States (U.S.) has increased interest in integrating CS concepts within authentic science, technology, engineering, and mathematics (STEM) contexts. Physical computing is one method that has demonstrated promising results in other countries (e.g. England)…
Descriptors: Middle School Students, Student Attitudes, Computer Science Education, STEM Education
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Colin Hennessy Elliott; Jessie Nixon; Alexandra Gendrau Chakarov; Jeffrey B. Bush; Michael J. Schneider; Mimi Recker – ACM Transactions on Computing Education, 2024
Objectives: Physical computing systems are increasingly being integrated into secondary school science and STEM instruction, yet little is known about how teachers, especially those with little background and experience in computing, help students during the inevitable debugging moments that arise. In this article, we describe a framework,…
Descriptors: Computer Science Education, Troubleshooting, Teaching Methods, Secondary School Students
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David W. Jackson; Helen Zhang; Fahd Abdus-Sabur – TechTrends: Linking Research and Practice to Improve Learning, 2025
During young adolescence, many youth develop strong identities in relation to science, technology, engineering and mathematics with computing (STEM + C). One way to design for student engagement in STEM + C is to create project-based units that leverage students' interests. We created one such unit, called the "smart greenhouse project".…
Descriptors: Instructional Design, Computer Uses in Education, STEM Education, Student Projects
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Thinakon Lakhonmoon; Yaovared Rutanatarntong; Teerachati Noisombut – Journal of Education and Learning (EduLearn), 2025
This research aimed to develop and evaluate a gamified learning game using the Kid-Bright board to teach introductory coding skills for controlling lamps and fans to 12th-grade students. The study employed a mixed-methods approach, involving the design and development of the game based on gamification principles, followed by an evaluation by three…
Descriptors: Game Based Learning, Grade 12, Educational Games, Electronics
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Leitner, Maxyn; Greenwald, Eric; Wang, Ning; Montgomery, Ryan; Merchant, Chirag – International Journal of Artificial Intelligence in Education, 2023
Artificial Intelligence (AI) permeates every aspect of our daily lives and is no longer a subject reserved for a select few in higher education but is essential knowledge that our youth need for the future. Much is unknown about the level of AI knowledge that is age and developmentally appropriate for high school, let alone about how to teach AI…
Descriptors: Instructional Design, Game Based Learning, High School Students, Artificial Intelligence
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Jinjushang Chen; Lara Perez-Felkner; Chantra Nhien; Shouping Hu; Kristen Erichsen; Yang Li – Research in Higher Education, 2024
Gender disparities persist in postsecondary computing fields, despite improvements in postsecondary equity overall and STEM fields as an aggregate. The entrenchment of this issue requires a comprehensive, longitudinal lens. Building on expectancy-value theory, the present study examines the relationships among students' gender-ability stereotypes,…
Descriptors: STEM Education, Computer Science, Gender Differences, Disproportionate Representation
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Xiaodong Huang; Chengche Qiao – Science & Education, 2024
Artificial intelligence is the unification of philosophy, cognitive science, mathematics, neurophysiology, psychology, computer science, information theory, cybernetics, and uncertainty theory. Therefore, it is feasible and necessary to utilize STEAM (Science, Technology, Engineering, Liberal Arts, and Mathematics) education to learn artificial…
Descriptors: Thinking Skills, Artificial Intelligence, STEM Education, Art Education
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Gabriella Colajanni; Alessandro Gobbi; Marinella Picchi; Alice Raffaele; Eugenia Taranto – INFORMS Transactions on Education, 2024
In this paper, we continue describing the project and the experimentation of "Ricerca Operativa Applicazioni Reali" (ROAR; in English, Real Applications of Operations Research), a three-year project for higher secondary schools, introduced. ROAR is composed of three teaching units, addressed to Grades 10, 11, and 12, respectively, having…
Descriptors: Foreign Countries, Grade 11, Operations Research, High School Students
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Joseph Frusci – Journal of Cybersecurity Education, Research and Practice, 2024
The increasing complexity of cybersecurity challenges necessitates a holistic educational approach that integrates both technical skills and humanistic perspectives. This article examines the importance of infusing humanities disciplines such as history, ethics, political science, sociology, law, and anthropology, into cybersecurity education.…
Descriptors: Humanities, Humanities Instruction, Computer Science Education, Computer Security
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Rafael Herrero-Álvarez; Rafael Arnay; Eduardo Segredo; Gara Miranda; Coromoto Leon – IEEE Transactions on Learning Technologies, 2025
RoblockLLy is an educational robotics simulator designed for primary and secondary school students, whose goal is to increase their interest in science, technology, engineering, and mathematics. In the particular case of computer science, it allows developing computational thinking skills. It has been designed with ease of use in mind. This free…
Descriptors: Secondary School Students, STEM Education, Computer Science Education, Robotics
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